Protos Angelus.
was thinking more in the direction of survivability of light tanks vs no-brainer TD-walls, (standard medium tanks and Anti-Tank-Gun excluded)
impractical and full of bugs, maybe. but hear me out.
as for some factions its too easy and too cheap to go build a TD-wall, that makes dives/attacks very costly/impossible. and was thinking if there was something to break the meta a bit.
situation: (with overpenetration idea in mind) you as a SOV are assaulting a OKW frontline.
OKW has: 1 jagd4, 1 pz4.
you as sov have: 1 T-70,
if you send T-70 to attack jagd4, jagd4 needs 4 shots now to kill the T-70 due to overpenetration concept. But has the pz4 as backup to fend off lighter/faster tanks, and needs only the standard 3 shots, as it is not affected by the concept.
you use the T-70 as a cheap sacrifice for a large force of whatever you want.
and was thinking of the rock/paper/scissors concept here too, balance be screwed for the moment, but if light/medium/TD armour were balanced around these factors:
light: average vs other lights/infantry,overpenetration mechanic that makes it an Anti TD weapon, weak to ATG's, mediums, shrecks/zooks etc.
medium: average....
Tank Destroyer: good VS medium and heavy armour, weak vs light tanks due to overpenetration mechanic etc.
I've seldom seen TD walls in teamgames, mostly because they are useless vs infantry.
Most useful and hardest to push wall is Panther + Sturm (or 2 brummbars) and that's lategame mostly. Panthers with MG upgrades are decent enough to deal with infantry and brumbars or sturmtigers (or stukas for OKW) are the only wall you even need.
In my games, if we had a TD wall...sure Panther didn't really push much but that's why obersoldaten and pzgrens were roaming freely. IMHO, TD walls are easiest to counter since all ally TDs + JP4 are completely useless vs infantry.
And for the soviet scenario using t70. Not gonna happen. That T70 will not to anything as OKW will always have the cheap and excellent raketen which it will send to the front of the frontline (retreat). If it doesn't, you're assuming no other units are on the field. From my experience, you have roaming grens, volks, pzgrens with shrecks, mines, etc. Assuming standard 3v3+ gamemode. 1v1 if you see jagd, well, that's 2 squads of infantry less to cap and map control for him and one slow juggernaut more to sit and snipe. Even so with 400 hp, 3 shots will still be needed if you plan to "nerf" the heavy tank vs light tank to 80 dmg per shot (80 + 160 + 160)
It's still a system that is not only unrealistic but also prone to breaking.
Imagine combining KT with luchs spam in teamgames. Or any Heavy + light. Force TDs to fight heavies as they are useless vs lights and lights mostly are great vs infantry and with a bit of micro avoid snares (AEC and stuart are exceptions, mediocre vs infantry). Basically teamgames would boil down to "don't let OKW go to late game" cause you could combine lights and heavies to great extent. Medium tanks win 1v1 vs Cromwell, M4 and T34 and now you could also use lights to great extent. Vs soviets greatly since they have piss poor infantry AT options. Versus USF less so since they can equip 2 echelons with zooks to deal with it and use the wide arc 57mm vs light spam.
Or imagine KT + puma spam with a bit of infantry on the side.
Axis would become dominant in longer teamgames. I'm not gonna speak for 1v1 as that mode I do not play at all vs humans but teamgames would be catastrophic, the amount of balance that would be required to balance lights.
Point is: Light vehicles have great use in late stages of the game, they need no rework nor is rework needed vs them.